Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
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 Adv. Pts
Pts 0 / 0
 Trn. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Origin
Basics
Character Sheet Name
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Character Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Ancestry
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Ancestry
Ancestry represents your characters species and background. This unlocks certain techniques and styles which are locked to specific ancestries.
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Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Advancement Points
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Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 1 advancement point
Style Points
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Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Bonus Training Points
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Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
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Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Perks
Perks
Perk Points
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Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
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Convert Perks to Advancement Points
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Convert Perks to Advancement Points
You can convert perk points to advancement points at a 1:1 ratio.
cost: 1 perk point
Origin Perks
Affinity [Cost 0 Perk Point]
Human or Spirit only
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Power II [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Elite Accuracy II [Cost 0 Perk Point]
Gain a major increase to Accuracy. This perk is not intended for player characters.
Elite Artistry II [Cost 0 Perk Point]
Gain a major increase to Artistry. This perk is not intended for player characters.
Elite Charisma II [Cost 0 Perk Point]
Gain a major increase to Charisma. This perk is not intended for player characters.
Second Affinity [Cost 1 Perk Point]
Human only
Gain a second elemental affinity.
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Power [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Elite Accuracy [Cost 0 Perk Point]
Gain a major increase to Accuracy. This perk is not intended for player characters.
Elite Artistry [Cost 0 Perk Point]
Gain a major increase to Artistry. This perk is not intended for player characters.
Elite Charisma [Cost 0 Perk Point]
Gain a major increase to Charisma. This perk is not intended for player characters.
Stat Boost Perks
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Top Speed [Cost 3 Perk Point]
Gain +1 Base Speed
Dasher [Cost 2 Perk Point]
Gain +1 Dash Speed
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Top Speed II [Cost 4 Perk Point]
Gain +1 Base Speed
Dasher II [Cost 3 Perk Point]
Gain +1 Dash Speed
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Background
Basics
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Home Region
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Home Region
The region of Wuxing where the character hails from.
Ethnicity
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Ethnicity
The ethnicity the character is a part of.
Quick Description
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Quick Description
A short description of what this character is about
Backstory
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Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
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Name
Generator
Full Name
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Full Name
Generator
Gender
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Gender
Generator
Home Region
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Home Region
Generator
Race
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Race
Generator
Personality
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Personality
Generator
Motivation
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Motivation
Generator
Generate Character
Use This Character
Clear Background
Knowledge
Styles
Training
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Training
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
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 Build
Pts 0 / 0
Training
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Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
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Bonus Training Points
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Bonus Training Points
Bonus training points are gained by spending PP - experience gained when performing tasks. Whenever you gain 30 PP, you gain one Training Point.
Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Style Points
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Style Points
You can spend training points to gain Style Points. These style points can be used to learn a new style. You must spend 1 training points to gain 1 style point.
cost: 1 training point
Knowledge
Styles
Training
Exit
Finish
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Knowledge
Training
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
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 Build
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Language
Walthair Languages
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
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General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + 0 + [Character Rank]
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Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Profession Lore
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General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + 0 + [Character Rank]
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Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Craftmanship Lore
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General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + 0 + [Character Rank]
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Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Geography Lore
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General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + 0 + [Character Rank]
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Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
History Lore
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General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + 0 + [Character Rank]
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Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Culture Lore
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General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + 0 + [Character Rank]
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Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Religion Lore
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General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + 0 + [Character Rank]
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Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
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Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + 0 + this lore's [Tier] + [Character Rank]
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Advancement
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
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 Adv. Pts
Pts 0 / 0
 Perk Pts
Pts 0 / 0
Advancement
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Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
Convert To Levels
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Max Character Rank
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Max Character Rank
Your character rank applies to many of the values you record on your character sheet. Your max character rank also increases many of the points given at character creation and through advancement. Max character rank increases as you level. At 1st level, it begins at 1. At 4th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement Points
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Advancement Points
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement Points is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 1 advancement point
Style Points
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Style Points
You can spend advancement points to gain Style Points. These style points can be used to learn a new style. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Perks
Perks
Perk Points
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Perk Points
Perks are bonuses granted to a character to represent special aspects of how they function as a character. To purchase a perk, select it from the list by checking its checkbox. There is a limit as to how many perks a character may have based on the points they have gained. Perk Points is calculated as: [Character Rank x 2]
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Convert Perks to Advancement Points
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Convert Perks to Advancement Points
You can convert perk points to advancement points at a 1:1 ratio.
cost: 1 perk point
Origin Perks
Affinity [Cost 0 Perk Point]
Gain an elemental affinity. Most humans and all spirits should start with an elemental affinity.
Heroic Vitality [Cost 0 Perk Point]
Gain +1 Vitality. Player characters should start with this perk unless the GM states otherwise.
Elite Vitality II [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Power II [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Elite Accuracy II [Cost 0 Perk Point]
Gain a major increase to Accuracy. This perk is not intended for player characters.
Elite Artistry II [Cost 0 Perk Point]
Gain a major increase to Artistry. This perk is not intended for player characters.
Elite Charisma II [Cost 0 Perk Point]
Gain a major increase to Charisma. This perk is not intended for player characters.
Second Affinity [Cost 1 Perk Point]
Gain a second elemental affinity.
Elite Vitality [Cost 0 Perk Point]
Gain +1 Vitality. This is granted to especially durable characters. This perk is not intended for player characters.
Elite Power [Cost 0 Perk Point]
Gain a major increase to Power. This perk is not intended for player characters.
Elite Accuracy [Cost 0 Perk Point]
Gain a major increase to Accuracy. This perk is not intended for player characters.
Elite Artistry [Cost 0 Perk Point]
Gain a major increase to Artistry. This perk is not intended for player characters.
Elite Charisma [Cost 0 Perk Point]
Gain a major increase to Charisma. This perk is not intended for player characters.
Stat Boost Perks
Extra HP [Cost 1 Perk Point]
Gain 10 HP.
Extra HP III [Cost 3 Perk Point]
Gain 10 HP.
Extra WILL II [Cost 2 Perk Point]
Gain 7 WILL.
Top Speed [Cost 3 Perk Point]
Gain +1 Base Speed
Dasher [Cost 2 Perk Point]
Gain +1 Dash Speed
Defensive [Cost 2 Perk Point]
Gain +2 Armor
EN Start Plus [Cost 3 Perk Point]
Gain +1 Starting EN
Extra HP II [Cost 2 Perk Point]
Gain 10 HP.
Extra WILL [Cost 1 Perk Point]
Gain 7 WILL.
Extra WILL III [Cost 3 Perk Point]
Gain 7 WILL.
Top Speed II [Cost 4 Perk Point]
Gain +1 Base Speed
Dasher II [Cost 3 Perk Point]
Gain +1 Dash Speed
Defensive II [Cost 3 Perk Point]
Gain +2 Armor
EN Start Plus II [Cost 4 Perk Point]
Gain +1 Starting EN
Slot Perks
Bonus Equipment Slot [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot III [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot [Cost 3 Perk Point]
Gain +1 Style Slot.
Bonus Advanced Style Slot [Cost 5 Perk Point]
Gain +1 Advanced Style Slot.
Bonus Equipment Slot II [Cost 1 Perk Point]
Gain +1 Equipment Slot.
Bonus Equipment Slot IV [Cost 2 Perk Point]
Gain +1 Equipment Slot.
Bonus Style Slot II [Cost 4 Perk Point]
Gain +1 Style Slot.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Jobs
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
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 Build
Pts 0 / 0
Vanguards
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See Techniques
Fighter
Category: Combat Main Skills: None A high survival weapon specialist that gains bonuses by being healed.
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See Techniques
Sentinel
Category: Combat Main Skills: Skirmish A mobile melee attacker that intercepts attacks and retaliates against the foe.
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See Techniques
Warden
Category: Combat Main Skills: Channel A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
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See Techniques
Bulwark
Category: Combat, World Main Skills: Conjure A defensive magic specialist that creates walls to protect allies and provide cover.
Operators
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See Techniques
Hunter
Category: Combat Main Skills: Shoot A ranged attacker that chooses a quarry to hunt down and focus fire.
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See Techniques
Sniper
Category: Combat Main Skills: Shoot A long range attacker that wants to gain as much distance as possible to attack from safety.
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See Techniques
Trooper
Category: Combat Main Skills: Shoot A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
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See Techniques
Warmage
Category: Combat Main Skills: None An area attacker that specializes in magic that attacks large groups of people.
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See Techniques
Alchemist
Category: World, Combat Main Skills: None A master of consumables that can aid allies with healing and hinder foes with bombs.
Athletes
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See Techniques
Brawler
Category: Combat Main Skills: Grappling A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm them.
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See Techniques
Exemplar
Category: Combat Main Skills: Skirmish A mobility specialist that concentrates ki into a burst to attack and maneuver foes.
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See Techniques
Kineticist
Category: Combat Main Skills: Kinesis A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with kinetic attacks.
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See Techniques
Geomancer
Category: Combat Main Skills: Shape A terrain molding job that gains benefits when foes enter their areas of control.
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See Techniques
Rogue
Category: World, Combat Main Skills: None A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
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See Techniques
Labourer
Category: World, Combat Main Skills: None A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
Strategists
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See Techniques
Tactician
Category: Combat Main Skills: Analyze A battlefield commander that repositions their allies into the optimal locations to attack.
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See Techniques
Magus
Category: World, Combat Main Skills: Channel; Resonance A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
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See Techniques
Scholar
Category: World, Social Main Skills: Rationalize A collector of lore that gains bonuses when using their information to inform and detect lies.
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See Techniques
Inquisitor
Category: Social Main Skills: Analyze An investigator that analyzes people to learn their influences and find the truth.
Waymakers
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See Techniques
Detective
Category: World Main Skills: Search A seeker of clues and mysteries that gains expanded searching abilities and passive search bonuses.
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See Techniques
Culinarian
Category: World Main Skills: Cook A chef that grants benefits to those that consume their meals.
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See Techniques
Bard
Category: World, Social Main Skills: Inspire An entertainer that gives advantages to allies and restores their willpower.
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See Techniques
Spellwright
Category: World, Combat Main Skills: Shape A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
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See Techniques
Medic
Category: World, Combat Main Skills: Heal A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
Advocates
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See Techniques
Empath
Category: Social Main Skills: Empathy An emotion expert that calms stress from will attacks and protects from those that would manipulate.
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See Techniques
Merchant
Category: Social Main Skills: Charm A social expert that convinces others of their requests through charming bargains and tact.
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See Techniques
Orator
Category: Social Main Skills: Misdirect A socialite that uses misdirection to imply and persuade others into following their requests.
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See Techniques
Hardliner
Category: Social Main Skills: Misdirect A negotiator that uses pressure tactics to break down will and accelerate a deal.
Espers
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See Techniques
Etherealist
Category: World, Social Main Skills: Empathy; Resonance A master of spirit communication that can transport themselves to the ethereal plane.
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See Techniques
Phantasm
Category: World, Social Main Skills: Charm; Resonance Spirit Only. Spirits that develop their abilities to manipulate emotion and thought via distracting hallucinations.
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See Techniques
Shade
Category: World, Combat Main Skills: Resonance Spirit Only. A spirit that can manifest itself into objects and shadows to scout and attack.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Skills
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
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 Build
Pts 0 / 0
Active Skills
Fight
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Grappling (BOD/QCK)0
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
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Grappling (BOD/QCK)0
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
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Might (BOD/STR)0
Might
Fight Might techniques tend to focus on the application of simple, big damage.
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Might (BOD/STR)0
Might
Fight Might techniques tend to focus on the application of simple, big damage.
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Shoot (PRC)0
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
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Shoot (PRC)0
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
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Skirmish (PRC/STR)0
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
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Skirmish (PRC/STR)0
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
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Throw (PRC/STR)0
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
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Throw (PRC/STR)0
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
Cast
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Channel (BOD/INT)0
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
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Channel (BOD/INT)0
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
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Conjure (BOD/ESS)0
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
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Conjure (BOD/ESS)0
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
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Heal (CNV/RSN)0
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
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Heal (CNV/RSN)0
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
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Kinesis (PRC/CNV)0
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
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Kinesis (PRC/CNV)0
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
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Shape (ESS/RSN)0
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
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Shape (ESS/RSN)0
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
Athletics
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Agility (QCK/STR)0
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
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Agility (QCK/STR)0
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
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Physique (BOD/STR)0
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
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Physique (BOD/STR)0
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
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Sneak (BOD/PRC)0
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks.
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Sneak (BOD/PRC)0
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks.
Social Skills
Persuade
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Charm (ESS/INT)0
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
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Charm (ESS/INT)0
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
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Inspire (CNV)0
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
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Inspire (CNV)0
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
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Rationalize (INT/RSN)0
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
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Rationalize (INT/RSN)0
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
Cunning
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Demoralize (CNV/ESS)0
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
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Demoralize (CNV/ESS)0
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
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Empathy (INT)0
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
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Empathy (INT)0
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
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Misdirect (CNV/RSN)0
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
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Misdirect (CNV/RSN)0
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
Technical Skills
Craft
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Alchemy (PRC/RSN)0
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
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Alchemy (PRC/RSN)0
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
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Build (STR/RSN)0
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
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Build (STR/RSN)0
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
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Cook (QCK/INT)0
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
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Cook (QCK/INT)0
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
Device
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Glyphwork (QCK/RSN)0
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
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Glyphwork (QCK/RSN)0
Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
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Medicine (PRC/RSN)0
Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
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Medicine (PRC/RSN)0
Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
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Pilot (PRC/CNV)0
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
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Pilot (PRC/CNV)0
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
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Tinker (PRC/QCK)0
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
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Tinker (PRC/QCK)0
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
Investigate
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Analyze (RSN)0
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
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Analyze (RSN)0
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
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Search (INT/RSN)0
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
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Search (INT/RSN)0
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Attributes
Advancement
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
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 Build
Pts 0 / 0
Attributes
Body
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Body
Affected Stats
Defensive Stats
Warding
Skill Stats
Channel
Conjure
Grappling
Might
Physique
Sneak
Precision
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Precision
Affected Stats
Potency Stats
Accuracy
Skill Stats
Alchemy
Kinesis
Medicine
Pilot
Shoot
Skirmish
Sneak
Throw
Tinker
Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Defensive Stats
Reflex
Evasion
Skill Stats
Agility
Cook
Glyphwork
Grappling
Tinker
Strength
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Strength
Affected Stats
Potency Stats
Power
Defensive Stats
Brace
Skill Stats
Agility
Build
Might
Physique
Skirmish
Throw
Conviction
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Conviction
Affected Stats
Potency Stats
Charisma
Defensive Stats
Resolve
Skill Stats
Demoralize
Heal
Inspire
Kinesis
Misdirect
Pilot
Essence
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Essence
Affected Stats
Defensive Stats
Ego
Skill Stats
Charm
Conjure
Demoralize
Shape
Intuition
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Intuition
Affected Stats
Potency Stats
Artistry
Defensive Stats
Insight
Skill Stats
Channel
Charm
Cook
Empathy
Rationalize
Search
Reason
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Reason
Affected Stats
Skill Stats
Alchemy
Analyze
Build
Glyphwork
Heal
Medicine
Misdirect
Rationalize
Search
Shape
Affected Stats
These are the statistics that are modified based on your Attributes. These stats will automatically update as you change your attributes. Many of these stats are modified based on your Character Rank (CR) and other modifiers. Your stats will be shown both by what the attributes grant and the final result with your other modifiers in (brackets).
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Potency Stats
Potency Stats
A potency stat usually adds its value to damage or healing calculations. These stats are calculated as their associated attribute multiplied by your CR. These values are often affected by your equipped Job. A potency stat may be stated to be set to its maximum value, in which case it will treat the attribute as if it is set to 3.
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Power (STR)
Power
Potency Melee damage bonus. Power is calculated as: [Strength x Character Rank] + 0
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Accuracy (PRC)
Accuracy
Potency Ranged damage bonus. Accuracy is calculated as: [Precision x Character Rank] + 0
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Artistry (INT)
Artistry
Potency Magic potency bonus that applies to damage or healing. Artistry is calculated as: [Intuition x Character Rank] + 0
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Charisma (CNV)
Charisma
Potency Willpower damage bonus. Charisma is calculated as: [Conviction x Character Rank] + 0
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Defensive Stats
Defensive Stats
A defensive stat is often compared against to determine if a technique's effects occur on a target. These stats are calculated as their associated attribute + your CR. There is also often a default value of 7 added to defenses with the exception of evasion. These are also often modified further by your equipped job and gear.
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Brace (STR)
Brace
Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Strength] + 0 + 0 + 0
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Warding (BOD)
Warding
Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Body] + 0 + 0 + 0
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Reflex (QCK)
Reflex
Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Evasion (QCK)
Evasion
Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Resolve (CNV)
Resolve
Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Character Rank] + [Conviction] + 0 + 0
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Ego (ESS)
Ego
Ego is the ability to persevere attacks to your self that aim to hurt your willpower. Ego is calculated as: 7 + [Character Rank] + [Essence] + 0 + 0
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Insight (INT)
Insight
Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Character Rank] + [Intuition ] + 0 + 0
Attributes
Knowledge
Skills
Styles
Jobs
Origin
Finish
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Styles
Character Creation
Knowledge
Styles
Training
Exit
Finish
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Styles
Training
Attributes
Skills
Styles
Jobs
Advancement
Exit
Finish
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Styles
Advancement
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Actions
This is the Actions section. Here you can use any action available to your character.
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 Build
Pts 0 / 0
Melee Weaponry
Mighty Weapons
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Smashing Arte
Main Skills: Might Techniques that deal big damage and can pierce armor.
Advanced Styles
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Mauler Arte
Main Skills: Might Adds techniques that can knock foes prone.
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Berserker Arte
Main Skills: Might Powerful techniques that can attack the Brace defense at the cost of inflicting the hindered status on yourself.
Advanced Styles
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Avenger Arte
Main Skills: Might Increased damage techniques that benefit from persuing the same target.
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Cleaving Arte
Main Skills: Might This style contains techniques that attack multiple close range foes.
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Battering Arte
Main Skills: Might A style that focuses on forced movement, allowing you to batter other back.
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Crushing Arte
Main Skills: Might This debilitating style both offers methods to knock foes prone and hinder them.
Skirmish Weapons
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Arcanestrike Arte
Main Skills: Skirmish This style surges energy into attacks before striking.
Advanced Styles
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Flame Spellblade Arte
Affinity: Fire Main Skills: Skirmish A style that allows enchanting one's own attacks with fire before striking. ,
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Lightning Spellblade Arte
Affinity: Metal Main Skills: Skirmish A style that allows enchanting one's own attacks with lightning before striking. ,
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Cold Spellblade Arte
Affinity: Water Main Skills: Skirmish A style that allows enchanting one's own attacks with cold before striking.
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Chargestrike Arte
Main Skills: Skirmish Charge ki into a weapon to release it in one large blow.
Advanced Styles
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Flashcut Arte
Main Skills: Skirmish Attack both Brace and Reflex defenses with fast strikes.
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Duelist Arte
Main Skills: Skirmish Leaps into battle to exploit the hindered condition for greater damage.
Advanced Styles
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Fencer Arte
Main Skills: Skirmish Create advantages with flourishing strikes and pierces defenses with their quick piercing attacks.
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Swashbuckling Arte
Main Skills: Skirmish Hinder foes and use clever footwork to disengage.
Advanced Styles
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Deftblade Arte
Main Skills: Skirmish Use evasive maneuvers to attack and defend.
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Jumpspear Arte
Main Skills: Skirmish Grants great movement capabilities to strike from above.
Advanced Styles
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Sky Pike Arte
Main Skills: Skirmish Launch yourself into the air to deal bonus damage if attacking from above.
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Whip Arte
Main Skills: Skirmish Attack from a distance and hinders foes.
Advanced Styles
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Trickster Arte
Main Skills: Skirmish Attack from a distance with a whip and knocks foes to the ground.
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Overwhelming Arte
Main Skills: Skirmish Attack both Brace and Reflex defenses to overwhelm your foes.
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Phalanx Arte
Main Skills: Skirmish Employ long reaching attacks to attack those afar and above.
Ranged Weaponry
Shoot Weapons
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Archery Arte
Main Skills: Shoot Use archery techniques for focused fire on distant foes.
Advanced Styles
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Bowmaster Arte
Main Skills: Shoot This style adds quickfire techniques to allow targeting of the Brace defense.
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Gunslinger Arte
Main Skills: Shoot A Shoot-focused style that fires at single targets with high accuracy and hindering shots.
Advanced Styles
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Pistolero Arte
Main Skills: Shoot Multiple gun techniques to gain advantage over their enemies.
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Trick Shot Arte
Main Skills: Shoot A Shoot-focused style allowing one to launch ammo at multiple targets.
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Sentry Arte
Main Skills: Shoot A Shoot-focused style that keeps areas under constant fire to suppress movement.
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Longsight Arte
Main Skills: Shoot A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
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Scatterpoint Arte
Main Skills: Shoot A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Throw Weapons
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Bomber Arte
Main Skills: Throw A Throw-focused style that grants improved damage for thrown bombs.
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Daggerthrow Arte
Main Skills: Throw A Throw-focused style that launches thrown daggers at foes in fans or with precision attacks.
Martial Arts
Martial Arts
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Aerial Arte
Main Skills: Grappling Make aerial attacks to defeat your enemies.
Advanced Styles
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Windfall Arte
Affinity: Wood Main Skills: Grappling; Enchant Perform acrobatic maneuvers that strike hard from above. ,
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Firefall Arte
Affinity: Fire Main Skills: Grappling; Enchant Perform acrobatic maneuvers that strike with fire from above. ,
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Skyfall Arte
Affinity: Metal Main Skills: Grappling; Enchant Perform acrobatic maneuvers that strike hard from above.
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Forceful Fist Arte
Main Skills: Grappling Knock foes around with powerful melee attacks.
Advanced Styles
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Powerarm Arte
Main Skills: Grappling Overpower foes with a variety of powerful punches.
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Stepflow Arte
Main Skills: Grappling Freely weave through combat and reposition others.
Advanced Styles
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Swaying Palm Arte
Main Skills: Grappling; Agility Quickly maneuver around the battlefield to strike.
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Wrestling Arte
Main Skills: Grappling Grapple foes and ensures they do not get away.
Advanced Styles
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Ironhold Arte
Main Skills: Grappling Force foes to submission through powerful grabbing techniques.
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Galegrip Arte
Main Skills: Grappling Uses maneuverability to grab foes and knock them prone.
Advanced Styles
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Heaven's Reach Arte
Main Skills: Grappling; Physique Grants great jumping mobility to grapple others regardless of where they are.
Kinetics
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Rapid Strikes Arte
Main Skills: Grappling Quickly attack foes with unavoidable attacks.
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Disruption Form Arte
Main Skills: Grappling Disrupt foes with hindering and stunning blows.
Arcanification Magic
Evocation
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Blasting Flames
Affinity: Fire Main Skills: Throw Fire. A Throw-focused style that launches bombs that both explode immediately and after a delayed time for more power.
Advanced Styles
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Hellfire
Affinity: Fire Main Skills: Throw Fire. A Throw-focused style that allows many methods to blanket areas in fire.
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Lightning Shot
Affinity: Metal Main Skills: Shoot Metal. A Shoot-focused style that mixes both line piercing lightning attacks and targeted lightning spells that stuns foes.
Advanced Styles
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Storm Caller
Affinity: Metal Main Skills: Shoot Metal. A Shoot-focused style that wields lightning to directly harm its targets.
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Binding Cold
Affinity: Water Main Skills: Shoot Water. A Shoot-focused style that deals with single target spells that can slow or immobilize foes.
Advanced Styles
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Sheer Cold
Affinity: Water Main Skills: Shoot; Channel Water. A Shoot and Channel-focused style that slings many binding and slowing spells both at single targets and areas.
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Arcane Spellshot
Affinity: Fire; Metal Main Skills: Shoot Fire/Metal. A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
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Flaming Sphere
Affinity: Fire Main Skills: Shoot Fire. A Shoot-focused style that causes fire to blast at a target point and engulf the area.
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Shock Bomb
Affinity: Metal Main Skills: Throw Metal. A Throw-focused style that creates large bursts of electricity and delayed blast bombs.
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Area Spark
Affinity: Metal Main Skills: Shoot Metal. A Shoot-focused style that fires lighting at a point to spread and hinder foes.
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Chilling Blast
Affinity: Water Main Skills: Shoot Water. A Shoot-focused style that creates chilling ice to freeze targets over.
Channelling
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Ki Channeling
Affinity: Wood Main Skills: None Wood. A style that allows one to travel the ethereal plane and disrupt ether.
Advanced Styles
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Manification
Affinity: Wood Main Skills: Channel; Resonance Wood. A Channel and Resonance-focused style that manipulates magic after its cast to mimic or end its effects. ,
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Ether Magic
Affinity: Metal Main Skills: Channel; Resonance Metal. An Channel and Resonance-focused style that manipulates ether directly to communicate with others, detect magic, and mimic spells. ,
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Time Control
Affinity: Water Main Skills: Channel Water. A Channel-focused style that allows the slowing of time to teleport and prepare actions.
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Messaging
Affinity: Wood; Water Main Skills: None Wood/Water. A style that allows one to communicate over long distances with the wind.
Advanced Styles
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Sound Control
Affinity: Water Main Skills: Channel Water. A Channel-focused style that allows distant communication and attacking with sound based attacks.
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Fire Field
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that sets an area aflame burning all who enter.
Advanced Styles
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Blazing Field
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that expands on the terrains of fire with extra mobility to disengage.
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Light Control
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that manipulates light to create illusions and copy imagery.
Advanced Styles
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Illusory Field
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that manipulates light to create illusions and copy imagery. ,
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Blurred Light
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that allows both the creation of light and invisibility within light.
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Shadow Control
Affinity: Earth Main Skills: Channel Earth. A Channel-focused style that snuffs out light to create areas of darkness to conceal and blind.
Advanced Styles
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Darkness Weaving
Affinity: Earth Main Skills: Channel Earth. A Channel-focused style that allows attacking from the darkness with its cold embrace. ,
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Shadow Walking
Affinity: Earth Main Skills: Channel Earth. A Channel-focused style that allows both the creation of darkness and invisibility.
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Windglide
Affinity: Wood Main Skills: Channel Wood. A Channel-focused style allowing one to fly through the air.
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Fire Conduit
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that allows one to impart heat and flames into people and objects.
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Jetstream
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style allowing one to fly through the air.
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Bursting Fire
Affinity: Fire Main Skills: Channel Fire. A Channel-focused style that explodes flames around the caster.
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Lightning Conduit
Affinity: Metal Main Skills: Channel Metal. A Channel-focused style that allows one to impart electricity and lightning into people and objects.
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Freeform Flight
Affinity: Metal Main Skills: Channel Metal. A Channel-focused style allowing one to fly through the air.
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Close Circuit
Affinity: Metal Main Skills: Channel Metal. A Channel-focused style that causes electricity to surge around the caster.
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Cold Conduit
Affinity: Water Main Skills: Channel Water. A Channel-focused style that allows one to impart cold and ice into people and objects.
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Ice Storm
Affinity: Water Main Skills: Channel Water. A Channel-focused style that conjures storms of snow and ice to freeze and bind those within.
Fluctuation Magic
Fluctuation
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Surging Dust
Main Skills: Kinesis A Kinesis-focused style that launches dust at targets to quickly push them with physical force.
Advanced Styles
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Surging Water
Affinity: Water Main Skills: Kinesis Water. A Kinesis-focused style that leverages large amounts of water to push and batter targets.
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Binding Winds
Affinity: Wood Main Skills: Kinesis Wood. A Kinesis-focused style uses wind to immobilize foes and prevent allies from freefall.
Advanced Styles
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Windsweep
Affinity: Wood Main Skills: Kinesis Wood. A Kinesis-focused style that creates powerful winds to restrain and lift.
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Binding Weight
Affinity: Earth Main Skills: Kinesis Earth. A Kinesis-focused style that creates areas of heavy or weightlessness.
Advanced Styles
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Gravity Force
Affinity: Earth Main Skills: Kinesis Earth. A Kinesis-focused style that creates powerful vertical forces to lift and restrain.
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Propelling Force
Affinity: Wood; Metal Main Skills: Kinesis Wood/Metal. A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Advanced Styles
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Telekinesis
Affinity: Metal Main Skills: Kinesis Metal. A Kinesis-focused style that combines the ability to levitate objects with many techniques to control forces.
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Levitation
Main Skills: None A style that resonates objects in order to lift them to one's side.
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Dust Impact
Main Skills: Kinesis A Kinesis-focused style that swings large quantities of dust at targets to strike and push.
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Kinetic Assault
Main Skills: Kinesis A Kinesis-focused style that uses resonant objects to lauch the object at foes.
Materialization Magic
Battlesmithing
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Throwcraft
Main Skills: Throw A Throw-focused style allowing one to quickly create spears and disks to throw immediately.
Advanced Styles
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Warsmith
Main Skills: Throw A Throw-focused style with expanded ability to throw attacks.
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Conjure Blades
Main Skills: Conjure A Conjure-focused style allowing one to quickly create blades to spin or launch in a volley in an area.
Advanced Styles
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Glass Blades
Affinity: Fire Main Skills: Conjure Fire. A Conjure-focused style with fast creating glass to hinder and cut.
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Glass Blades
Affinity: Fire Main Skills: Conjure Fire. A Conjure-focused style with fast creating glass to hinder and cut.
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Conjure Skyfall
Main Skills: Conjure A Conjure-focused style that creates a barrage of objects to fall into an area.
Conjury
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Structural Magic
Main Skills: Conjure A Conjure-focused style that makes large structures that can work as paths or walls.
Advanced Styles
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Arbormaking
Affinity: Wood Main Skills: Conjure Wood. A Conjure-focused style that allows the creation of trees as individual elements and walls. ,
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Stonemaking
Affinity: Earth Main Skills: Conjure Earth. A Conjure-focused style that uses rock to create walls, both in parts and as massive lines. ,
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Iron Walls
Affinity: Metal Main Skills: Conjure Metal. A Conjure-focused style using steel to quickly put up walls that remain sturdy and consume less space. ,
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Glacial Walls
Affinity: Water Main Skills: Conjure Water. A Conjure-focused style that uses ice as walls that can create chilling and damaging fields.
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Clouded Shroud
Main Skills: Conjure A Conjure-focused style that creates clouds of dust that can obscure and slash at foes.
Advanced Styles
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Smoke Field
Affinity: Fire Main Skills: Conjure Fire. A Conjure-focused style that creates clouds of smoke to hide and choke. ,
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Misty Terrtain
Affinity: Water Main Skills: Conjure Water. A Conjure-focused style that creates obscuring mist that can hide and freeze.
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Floral Shroud
Affinity: Wood Main Skills: Conjure Wood. A Conjure-focused style that creates pollen and petals that can obscure and sicken with smelling pollen.
Advanced Styles
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Poison Spore
Affinity: Wood Main Skills: Conjure Wood. A Conjure-focused style that creates clouds of poisonous spores and antidotes for these poisons.
Transformation Magic
Transmutation
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Dust Shaping
Main Skills: Shape A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Advanced Styles
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Shape Mastery
Main Skills: Shape A Shape-focused style combining both the creation of materials and its destruction into dust.
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Shape Mastery
Main Skills: Shape A Shape-focused style combining both the creation of materials and its destruction into dust.
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Terrain Molding
Affinity: Earth Main Skills: Shape Earth. A Shape-focused style that molds earth into new terrain.
Advanced Styles
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Sinking Terrain
Affinity: Earth Main Skills: Shape Earth. A Shape-focused style that further alters earth to create lava and sinkholes.
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Earth Shaker
Affinity: Earth Main Skills: Shape Earth. A Shape-focused style that cracks the earth with holes and quakes.
Advanced Styles
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Ground Splitter
Affinity: Earth Main Skills: Shape Earth. A Shape-focused style that further creates large earthquakes and splits open the earth.
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Icy Terrain
Affinity: Water Main Skills: Shape Water. A Shape-focused style that freezes water to create slippery pathways and allows quick traversal for the caster.
Advanced Styles
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Frozen Terrain
Affinity: Water Main Skills: Shape Water. A Shape-focused style that expands on the icy terrain spells to create a frozen field and ways to easily maneuver through them.
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Unshaping
Main Skills: Shape A Shape-focused style allowing one to destroy material into dust.
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Plant Growth
Affinity: Wood Main Skills: Shape Wood. A Shape-focused style that alters plantlife into entangling roots and thorny bramble patches.
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Calming Blooms
Affinity: Wood Main Skills: Shape Wood. A Shape-focused style that provides healing through calming meadows and aromas.
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Verdant Armory
Affinity: Wood Main Skills: Shape Wood. A Shape-focused style that molds plantlife into armor and spiny walls and cacti.
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Earthen Armory
Affinity: Earth Main Skills: Shape Earth. A Shape-focused style that molds earth into armor and walls.
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Water Shape
Affinity: Water Main Skills: Shape Water. A Shape-focused style that changes water into slicks to slow or healing fields.
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See Techniques
Frozen Armory
Affinity: Water Main Skills: Shape Water. A Shape-focused style that molds ice into shields and walls.
Physiomancy
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See Techniques
Healing Hands
Affinity: Wood; Water Main Skills: Heal Wood/Water. A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
Advanced Styles
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See Techniques
Soul Surge
Affinity: Fire Main Skills: Heal Fire. A Heal-focused branch style that bolsters the body through empowerment of the soul providing healing and strength. ,
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See Techniques
Blood Flux
Affinity: Metal Main Skills: Heal Metal. A Heal-focused branch style allowing the manipulation of blood to both paralyze and cleanse. This magic is generally considered taboo in all cultures.
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See Techniques
Earthen Endurance
Affinity: Earth Main Skills: Heal Earth. A Heal-focused style providing strong defenses and allowing one to carry more.
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See Techniques
Propelling Motion
Affinity: Earth Main Skills: Heal Earth. A Heal-focused style granting additional movement options to run and leap.
Athletics
Movement
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See Techniques
Traversal
Main Skills: Physique A Physique-focused style that allows one to bolster move speed and ignore movement restrictions.
Advanced Styles
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See Techniques
Unrelenting Motion
Main Skills: Physique A Physique-focused style that grants strong movement abilities to reduce movement restrictions.
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See Techniques
Powered Leap
Main Skills: Physique A Physique-focused style allowing one to leap across the battlefield to avoid terrain effects and expand movement.
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See Techniques
Hidden Footing
Main Skills: Sneak A Sneak-focused style allowing one to stay hidden and mobile.
Perseverance
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See Techniques
Enduring Body
Main Skills: Physique A Physique-focused style that provides strong defenses and abilities to increase carrying capacity.
Advanced Styles
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See Techniques
Unbeatable Brawn
Main Skills: Physique A Physique-focused style providing healing abilities with the Empowered condition.
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See Techniques
Evasive Maneuvers
Main Skills: Agility An Agility-focused style granting incredible evasion skills to avoid attacks and other characters.
Advanced Styles
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See Techniques
Reactive Defense
Main Skills: Agility An Agility and Physique-focused style with a focus on evasive attacks and counters.
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See Techniques
Remotion
Main Skills: Agility An Agility-focused style that gives the user tremendous balance to stay on their feet and avoid attacks.
Speechcraft
Favor Building
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See Techniques
Loyalty Appeal
Main Skills: Inspire An Inspire-focused style that encourages greatness in others to inspire action.
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See Techniques
Social Grace
Main Skills: Charm A Charm-focused style used to forge connection through charming talk and simple proposals.
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See Techniques
Flattery
Main Skills: Charm A Charm-focused style allowing you to manipulate others to your whims, beguiling them for your desires.
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See Techniques
Deft Negotiator
Main Skills: Rationalize A Rationalize-focused style allowing you to break will to gain others' trust and quickly bring them to the correct decision.
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See Techniques
Sales Tactics
Main Skills: Rationalize A Rationalize-focused style to pressure others into action and to make a quick purchase.
Disruption
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See Techniques
Fluster Point
Main Skills: Demoralize A Demoralize-focused style that flusters and fills others with doubts.
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See Techniques
Provoking Anger
Main Skills: Demoralize A Demoralize-focused style about provoking anger out of foes to ensure you become the target.
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See Techniques
Intimidating Fear
Main Skills: Demoralize A Demoralize-focused style used to frighten others into submitting themselves to your demands. And if fear doesn't work, anger can do just as well.
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See Techniques
Beguiling Instinct
Main Skills: Misdirect A Misdirect-focused style that charms others into listening to you and sows seeds of doubt to damage their will.
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See Techniques
Taunting Wit
Main Skills: Misdirect A Misdirect-focused style that teases out anger to redirect it as they like.
Emotional Support
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See Techniques
Invigorating Rally
Main Skills: Inspire An Inspire-focused style that motivates others through encouraging words and providing benefits to end conditions.
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See Techniques
Underminer
Main Skills: Demoralize A Demoralize-focused style where you use your words to stave off manipulators and taunt them into giving up.
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See Techniques
Stillheart
Main Skills: Empathy An Empathy-focused style making It hard to attack your willpower due to your tranquil aura and to influence others' motivations.
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See Techniques
Connecting Bond
Main Skills: Empathy An Empathy-focused style allowing you to heal others' willpower damage and reveal their motivations.
Actions
Gear
Forme
Character
Post
Details
Overview
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Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Character Data
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
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Influences
Influences
Influences are the the aspects of a character that connect them to the world. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. An influence is written as a few words to describe a personality trait, bond, or ideal. Each Influence should be clearly defined and unique. Descriptors like “Skilled” or “Determined” are too general, since they could fit nearly any context. Instead, choose something more distinct, like “Street Duelist” or “Focused Studier.” These influences can then be further explained in a description for when it would be used if necessary.
Using Influences
Influences can be used to better perform skill checks. Whenenver a character makes a skill check, if they feel like the skill check is related to an influence they may draw on the influence to gain advantage. The number of advantages gained are equal to the influence's severity. Using an influence in this way always closts a Boon. Whenever you play your character and leverage an influence you may gain a Boon of Truth. Gaining this boon is usually reserved for particularly dramatic uses of your influence. Influences are used to modify social checks. Whenenver making a check that modifies favor, if your statements reference your target's influences it may grant you advantage or disadvantage to your check. Influences also modify persuade checks. Whenever performing a persuade check you will add or removed 1d6 to the check result. This value can increase by +5 on a moderate influence, or +10 on a severe. Only the most supportive influence and most opposing influence may affect any one persuade or favor roll.
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 60
To Level: 60
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: 3 + [Character Level] + [Bonus Training Points]
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 PP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
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Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
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Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
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Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 6 hours. This boon is lost after 24 hours of not eating.
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Truth
Truth
A boon for feelings true to oneself. This boon is usually gained after performing dramatic actions related to your influences. This boon can only be gained as per your GM, but generally can only be gained once per 24 hours. A boon of truth is lost in times of extreme duress as determined by your GM.
Character Rank
Character Rank
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Character Rank
Your character rank applies to many of the values you record on your character sheet. This value limits the maximum tier of techniques a style can grant and also increases many statistics. Usually, this value is equal to its maximum value. It may be reduced in special situations where power is restricted. For example, a character may have the experience of a higher leveled character but lacks the power. Alternatively they may simply be holding back or are depowered for whatever reason.
Max:
General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 10] + [Character Level] + [Body] + 0 + 0
Max:
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 10 + [Character Rank x 5] + [½ Character Level] + [Conviction] + 0
Max:
Surge
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Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank] + 0 + 0
Max:
EN
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EN
EN is a resource used to power techniques. EN is calculated as: 9 + 0
Max:
Combat
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1 + 0
Max:
Social
Favor
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Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Actions
Gear
Forme
Character
Post
Details
Overview
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Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
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Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Origin
Basics
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Ancestry
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Ancestry
Ancestry represents your characters species and background. This unlocks certain techniques and styles which are locked to specific ancestries.
Home Region
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Home Region
The region of Wuxing where the character hails from.
Ethnicity
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Ethnicity
The ethnicity the character is a part of.
Quick Description
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Quick Description
A short description of what this character is about
Backstory
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Backstory
This is the background story of your character. Add any details on the character's past here.
Background Generator
Name
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Name
Generator
Full Name
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Full Name
Generator
Gender
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Gender
Generator
Home Region
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Home Region
Generator
Race
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Race
Generator
Personality
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Personality
Generator
Motivation
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Motivation
Generator
Generate Character
Use This Character
Clear Background
Attributes
Body
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Body
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Precision
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Precision
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Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
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Strength
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Strength
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Conviction
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Conviction
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Essence
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Essence
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Intuition
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Intuition
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Reason
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Reason
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Defense
Brace
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Brace
Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Character Rank] + [Strength] + 0 + 0 + 0
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Warding
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Warding
Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Character Rank] + [Body] + 0 + 0 + 0
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Reflex
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Reflex
Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Evasion
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Evasion
Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 5 + [Character Rank] + [Quickness] + 0 + 0 + 0
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Sense
Resolve
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Resolve
Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Character Rank] + [Conviction] + 0 + 0
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Ego
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Ego
Ego is the ability to persevere attacks to your self that aim to hurt your willpower. Ego is calculated as: 7 + [Character Rank] + [Essence] + 0 + 0
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Insight
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Insight
Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Character Rank] + [Intuition ] + 0 + 0
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General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 15 + [Character Rank x 10] + [Character Level] + [Body] + 0 + 0
0
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 10 + [Character Rank x 5] + [½ Character Level] + [Conviction] + 0
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Surge
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Surge
Life Surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP and Willpower. Whenever a will break is caused, a Surge is consumed and the character's Willpower restores to full. If you cannot consume a Surge, your Willpower remains at 0. After completing a short rest, 1 surge is restored. After completing a full rest, all surge is restored. Surge is calculated as: 4 + [½ Character Rank] + 0 + 0
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EN
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EN
EN is a resource used to power techniques. EN is calculated as: 9 + 0
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Starting EN
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Starting EN
This is how much EN you start with when finishing a rest. Starting EN is calculated as: 5 + 0
0
Round EN
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Round EN
This is how much EN you gain at the start of a round during a conflict. Round EN is calculated as: 1 + 0
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Power
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Power
Potency Melee damage bonus. Power is calculated as: [Strength x Character Rank] + 0
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Accuracy
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Accuracy
Potency Ranged damage bonus. Accuracy is calculated as: [Precision x Character Rank] + 0
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Artistry
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Artistry
Potency Magic potency bonus that applies to damage or healing. Artistry is calculated as: [Intuition x Character Rank] + 0
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Charisma
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Charisma
Potency Willpower damage bonus. Charisma is calculated as: [Conviction x Character Rank] + 0
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Recall
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Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason] + 0
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Initiative
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Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness] + 0 + 0 + 0
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Carrying Capacity
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Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20] + 0
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Combat
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1 + 0
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Heal Value
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Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 10] + [Conviction] + 0 + 0
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Armor
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Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0 + 0 + 0 + 0
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Resistance
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Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
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Weakness
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Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
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Base Speed
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Base Speed
Movement Base Speed is how much move charge a character gains at the start of a round. Base Speed is used to determine how fast the character moves out of combat. Base Speed is calculated as: 4 + 0 + 0
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Dash Speed
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Dash Speed
Movement Dash Speed is how much move charge a character gains when performing a dash. Dash Speed is used to determine how fast the character moves out of combat. Dash Speed is calculated as: 2 + 0
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Skills
Agility
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Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance.
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Alchemy
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Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts.
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Analyze
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Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem.
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Build
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Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created.
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Channel
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Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements.
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Charm
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Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally.
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Conjure
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Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts.
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Cook
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Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high.
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Demoralize
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Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour.
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Empathy
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Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception.
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Glyphwork
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Glyphwork
Device Glyphwork is a technical skill that allows one to create and manipulate pnevmarite technology. If a device requires magical tooling, this skill will often be used to work with it.
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Grappling
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Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks.
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Heal
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Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required.
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Inspire
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Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help.
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Kinesis
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Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas.
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Medicine
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Medicine
Device Medicine is used when applying medical procedures like stitching a wound or using curatives.
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Might
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Might
Fight Might techniques tend to focus on the application of simple, big damage.
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Misdirect
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Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention.
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Physique
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Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting.
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Pilot
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Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot.
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Rationalize
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Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth.
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Search
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Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects.
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Shape
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Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability.
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Shoot
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Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells.
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Skirmish
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Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness.
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Sneak
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Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks.
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Throw
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Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect.
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Tinker
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Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts.
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Actions
Gear
Forme
Character
Post
Details
Overview
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Post
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Post
This is the Post section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
emote
Checks
Boons
Rest
Savor
Truth
Emotes
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Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
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Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Notebook
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Actions
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Forme
Forme
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
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Actions
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Currency
Jin
i
Jin
The currency of Minerva. This is paper money accepted throughout the continent of Wuxing due to Minerva's trade agreements throughout the land.
Gold
i
Gold
A rare resource known for its usages in magical material building. It was the preferred trading material until its use as a magical binding made it more scarse. Still, many small communities will use it for trade.
CP
i
CP
A coin currency that is popular in Apollo, Juno, and smaller civilizations. It is largely being replaced by the Minervan Jin due to the inconvenience of coins, but change at this scale is often difficult.
Equipment
Owned Equipment
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Items
Consumables
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Add Item
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Add Tonic
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Goods
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Add Item
Add Material
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Actions
Gear
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?
Actions
Actions
This is the Actions section. Here you can use any action available to your character.
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emote
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Techniques
Refresh All Techniques
Techniques
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Requirements:
Item Traits:
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Item Traits:
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Full Technique Details
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Definitions:
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Requirements:
Item Traits:
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Full Technique Details
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Requirements:
Item Traits:
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1
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Full Technique Details
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Requirements:
Item Traits:
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1
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Full Technique Details
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Requirements:
Item Traits:
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Full Technique Details
Keywords:
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Requirements:
Item Traits:
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Requirements:
Item Traits:
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1
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Full Technique Details
Keywords:
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Requirements:
Item Traits:
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Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Gear Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Consumables
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Basic Action Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Basic Recovery Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Basic Attack Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Basic Social Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
1
Basic Spirit Techniques
Inspect
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Custom Techniques
Full Technique Details
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Inspection
Exit
Add
Item Data
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Crafting Recipe
Base Materials:
Components:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Technique
Keywords:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Items In Group
Loading 
 
{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
{{/type-Full}} {{#type-Reaction}}
{{/type-Reaction}} {{#type-Swift}}
{{/type-Swift}} {{#type-Free}}
{{/type-Free}} {{#type-Passive}}
{{/type-Passive}} {{#type-Assist}}
{{/type-Assist}} {{#type-Other}}
{{/type-Other}} {{Displayname}}
{{Name}} {{#FormTrait0}}
Keywords: {{FormTrait0}}
{{FormTrait0}}
{{FormTrait0Desc}}
{{#FormTrait1}} , {{FormTrait1}}
{{FormTrait1}}
{{FormTrait1Desc}}
{{/FormTrait1}} {{#FormTrait2}} , {{FormTrait2}}
{{FormTrait2}}
{{FormTrait2Desc}}
{{/FormTrait2}} {{#FormTrait3}} , {{FormTrait3}}
{{FormTrait3}}
{{FormTrait3Desc}}
{{/FormTrait3}} {{#FormTrait4}} , {{FormTrait4}}
{{FormTrait4}}
{{FormTrait4Desc}}
{{/FormTrait4}} {{#FormTrait5}} , {{FormTrait5}}
{{FormTrait5}}
{{FormTrait5Desc}}
{{/FormTrait5}}
{{/FormTrait0}} {{#Resources}}
{{Resources}}
{{/Resources}} {{#Targeting}}
{{Targeting}}
{{/Targeting}} {{#Trait0}}
Traits: {{Trait0}}
{{Trait0}}
{{Trait0Desc}}
{{#Trait1}} , {{Trait1}}
{{Trait1}}
{{Trait1Desc}}
{{/Trait1}} {{#Trait2}} , {{Trait2}}
{{Trait2}}
{{Trait2Desc}}
{{/Trait2}} {{#Trait3}} , {{Trait3}}
{{Trait3}}
{{Trait3Desc}}
{{/Trait3}} {{#Trait4}} , {{Trait4}}
{{Trait4}}
{{Trait4Desc}}
{{/Trait4}} {{#Trait5}} , {{Trait5}}
{{Trait5}}
{{Trait5Desc}}
{{/Trait5}}
{{/Trait0}}
{{#CoreDefenseBrace}}
 
{{/CoreDefenseBrace}} {{#CoreDefenseFortitude}}
 
{{/CoreDefenseFortitude}} {{#CoreDefenseWarding}}
 
{{/CoreDefenseWarding}} {{#CoreDefenseHide}}
 
{{/CoreDefenseHide}} {{#CoreDefenseReflex}}
 
{{/CoreDefenseReflex}} {{#CoreDefenseEvasion}}   {{/CoreDefenseEvasion}} {{#CoreDefenseResolve}}   {{/CoreDefenseResolve}} {{#CoreDefenseEgo}}   {{/CoreDefenseEgo}} {{#CoreDefenseInsight}}   {{/CoreDefenseInsight}} {{#CoreDefenseGuile}}   {{/CoreDefenseGuile}}
{{#Trigger}}
Trigger: {{Trigger}}
{{/Trigger}} {{#Requirement}}
Requirement: {{Requirement}}
{{/Requirement}} {{#ItemTrait0}}
Item Traits: {{ItemTrait0}}
{{ItemTrait0}}
{{ItemTrait0Desc}}
{{#ItemTrait1}} ; or {{ItemTrait1}}
{{ItemTrait1}}
{{ItemTrait1Desc}}
{{/ItemTrait1}} {{#ItemTrait2}} ; or {{ItemTrait2}}
{{ItemTrait2}}
{{ItemTrait2Desc}}
{{/ItemTrait2}} {{#ItemTrait3}} ; or {{ItemTrait3}}
{{ItemTrait3}}
{{ItemTrait3Desc}}
{{/ItemTrait3}}
{{/ItemTrait0}} {{#type-FunctionBlock}}
{{#FlavorText}}
{{FlavorText}}
{{/FlavorText}}
{{/type-FunctionBlock}} {{#Effect0}}
{{Effect0Name}}
{{Effect0Name}}
{{Effect0Desc}}
{{Effect0}}
{{#Effect1Name}}
{{Effect1Name}}
{{Effect1Name}}
{{Effect1Desc}}
{{/Effect1Name}} {{#Effect1}}
{{Effect1}}
{{/Effect1}} {{#Effect2Name}}
{{Effect2Name}}
{{Effect2Name}}
{{Effect2Desc}}
{{/Effect2Name}} {{#Effect2}}
{{Effect2}}
{{/Effect2}} {{#Effect3Name}}
{{Effect3Name}}
{{Effect3Name}}
{{Effect3Desc}}
{{/Effect3Name}} {{#Effect3}}
{{Effect3}}
{{/Effect3}} {{#Effect4Name}}
{{Effect4Name}}
{{Effect4Name}}
{{Effect4Desc}}
{{/Effect4Name}} {{#Effect4}}
{{Effect4}}
{{/Effect4}} {{#Effect5Name}}
{{Effect5Name}}
{{Effect5Name}}
{{Effect5Desc}}
{{/Effect5Name}} {{#Effect5}}
{{Effect5}}
{{/Effect5}} {{#Effect6Name}}
{{Effect6Name}}
{{Effect6Name}}
{{Effect6Desc}}
{{/Effect6Name}} {{#Effect6}}
{{Effect6}}
{{/Effect6}} {{#Effect7Name}}
{{Effect7Name}}
{{Effect7Name}}
{{Effect7Desc}}
{{/Effect7Name}} {{#Effect7}}
{{Effect7}}
{{/Effect7}}
{{/Effect0}} {{#SEffectName}}
{{SEffectName}}
{{SEffectName}}
{{SEffectDesc}}
{{#SEffect}}
{{SEffect}}
{{/SEffect}}
{{SEffect0Name}}
{{SEffect0Name}}
{{SEffect0Desc}}
{{SEffect0}}
{{#SEffect1Name}}
{{SEffect1Name}}
{{SEffect1Name}}
{{SEffect1Desc}}
{{/SEffect1Name}} {{#SEffect1}}
{{SEffect1}}
{{/SEffect1}} {{#SEffect2Name}}
{{SEffect2Name}}
{{SEffect2Name}}
{{SEffect2Desc}}
{{/SEffect2Name}} {{#SEffect2}}
{{SEffect2}}
{{/SEffect2}} {{#SEffect3Name}}
{{SEffect3Name}}
{{SEffect3Name}}
{{SEffect3Desc}}
{{/SEffect3Name}} {{#SEffect3}}
{{SEffect3}}
{{/SEffect3}} {{#SEffect4Name}}
{{SEffect4Name}}
{{SEffect4Name}}
{{SEffect4Desc}}
{{/SEffect4Name}} {{#SEffect4}}
{{SEffect4}}
{{/SEffect4}} {{#SEffect5Name}}
{{SEffect5Name}}
{{SEffect5Name}}
{{SEffect5Desc}}
{{/SEffect5Name}} {{#SEffect5}}
{{SEffect5}}
{{/SEffect5}}
{{/SEffectName}} {{#EEffectName}}
{{EEffectName}}
{{EEffectName}}
{{EEffectDesc}}
{{EEffect}}
{{/EEffectName}} {{#Def0}}
Definitions: {{Def0}}
{{Def0}}
{{Def0Desc}}
{{#Def1}} , {{Def1}}
{{Def1}}
{{Def1Desc}}
{{/Def1}} {{#Def2}} , {{Def2}}
{{Def2}}
{{Def2Desc}}
{{/Def2}} {{#Def3}} , {{Def3}}
{{Def3}}
{{Def3Desc}}
{{/Def3}}
{{/Def0}}
{{#consumeData}}[Consume Resources]({{consumeData}}){{/consumeData}} {{#checkData}}[Check]({{checkData}}$$@{target||token_id}){{/checkData}} {{#targetData}}[Target Effects]({{targetData}}$$@{target||token_id}$${{^hascheck}}0{{/hascheck}}{{#hascheck}}?{Advantage|{{hascheck}}}{{/hascheck}}){{/targetData}} {{#checkData2}}[2nd Check]({{checkData2}}$$@{target||token_id}){{/checkData2}} {{#targetData2}}[2nd Target Effects]({{targetData2}}$$@{target||token_id}$${{^hascheck}}0{{/hascheck}}{{#hascheck}}?{Advantage|{{hascheck}}}{{/hascheck}}){{/targetData2}}
{{Targets}} {{Name}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}} {{#Trait4}}
{{Trait4}} {{Trait4Desc}}
{{/Trait4}} {{#Trait5}}
{{Trait5}} {{Trait5Desc}}
{{/Trait5}}
{{/Trait0}} {{#WpnTrait0}}
{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
{{/WpnTrait0}} {{#WpnTrait1}}
{{WpnTrait1}} {{WpnTrait1Desc}}
{{/WpnTrait1}} {{#WpnTrait2}}
{{WpnTrait2}} {{WpnTrait2Desc}}
{{/WpnTrait2}} {{#WpnTrait3}}
{{WpnTrait3}} {{WpnTrait3Desc}}
{{/WpnTrait3}} {{#WpnTrait4}}
{{WpnTrait4}} {{WpnTrait4Desc}}
{{/WpnTrait4}} {{#WpnTrait5}}
{{WpnTrait5}} {{WpnTrait5Desc}}
{{/WpnTrait5}}
{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
{{/WpnAbility5}}
{{/WpnAbility0}}
{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
{{#Desc}}
{{Desc}}
{{/Desc}} {{#OnHit}}
On Hit: {{OnHit}}
{{/OnHit}}
{{/type-DescBlock}}
 
[text]({{image}})
{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
{{/trait0}} {{#trait1}}
[{{trait1}}] {{trait1Desc}}
{{/trait1}} {{#trait2}}
[{{trait2}}] {{trait2Desc}}
{{/trait2}} {{#trait3}}
[{{trait3}}] {{trait3Desc}}
{{/trait3}} {{#trait4}}
[{{trait4}}] {{trait4Desc}}
{{/trait4}} {{#trait5}}
[{{trait5}}] {{trait5Desc}}
{{/trait5}}
{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
{{description}}
{{/description}} {{#check}}
{{check}}
{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
{{#message1}}
{{message1}}
{{/message1}} {{#message2}}
{{message2}}
{{/message2}} {{#message3}}
{{message3}}
{{/message3}} {{#message4}}
{{message4}}
{{/message4}} {{#message5}}
{{message5}}
{{/message5}} {{#message6}}
{{message6}}
{{/message6}} {{#message7}}
{{message7}}
{{/message7}} {{#message8}}
{{message8}}
{{/message8}} {{#message9}}
{{message9}}
{{/message9}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{date}}, {{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#questHeader}}{{questHeader}}{{/questHeader}}

{{questName}}

{{subtitle}} {{#questRewards}}{{questRewards}}{{/questRewards}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}